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== Taking Damage == Roll for hit location; if the AR is even, it hits the right side of the body, else the left. Roll 2d6+1 if the target has low cover, 2d6+6 if they have high cover, else roll 3d6. Damage is determined with weapon EV minus armour RV. If the character is wearing multiple layers or is hiding behind something, their total Armour equels the highest layer plus half the next highest. {|border="1" |Roll||Called|| Location||Shock check|| Wound |- |3 ||-6||Eye|| 14 D!|| -1, No Depth Perception/ Blind |- |4 || -6||Neck||10 D!|| -2, continual Shock DV 14 |- |5|| -4||Head||10 D!|| -1, stunned next phase |- |6|| -4||Hand||6|| -1, useless |- |7|| -3||Arm|| 6|| -1 |- |8|| -2||Chest||10|| -2 |- |9|| -2||Chest||10|| -2 |- |10|| -2||Chest||10|| -2 |- |11||-4||Vitals||10 D!||-2, continual Shock DV 10 |- |12|| -3||Abdomen||10|| -2 |- |13|| -3||Abdomen||10|| -2 |- |14|| -3||Leg|| 6||-1, -2 RUN |- |15|| -3||Leg|| 6|| -1, -2 RUN |- |16|| -3||Leg|| 6|| -1, -2 RUN |- |17|| -4||Knee||6|| -1, no RUN, no JUMP |- |18|| -4||Foot||6|| -1, half RUN, no JUMP/ no RUN |} Eight or more points of damage will instantly destroy the area; in the case of 3-5 or 8-13 this will mean instant death. Wound penalties stack. The negative number is a penalty applied to all of the character's AVs and DVs. Continual Shock rolls must be made until the character is stabilised,and penalities with a slash have the second replace the first if both sides are damaged. Special Damage {|border="1" |Type|| Shock check|| Wound |- |Explosion/Fall||14 D!|| -2 |- |Electric|| 18|| -1, Temporary (wounds heal 1/phase in 10-REC phases) |- |Sonic || 14|| -2, Deafness |- |Fire || 18|| -1, On fire (Shock DV 14 or wounded again) |- |Cold || 14|| -1 |- |Suffocation|| 10 D!|| -1, Temporary (wounds heal 1/phase in 10-REC phases) |} Shock save AVs are BODY + d20. Ignore the penalty from the wound itself, although include other wound penalities.
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